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General Tabletop Discussion
*TTRPGs General
How to keep a Dragonlance campaign exciting without it just becoming *generic* D&D?
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<blockquote data-quote="kigmatzomat" data-source="post: 1705038" data-attributes="member: 9254"><p>I run a post-chaos DL game (not based on the 3x DL books, though.) Use the existing flavor to keep it feeling unique. I'm also assuming a Solamnic campaign.</p><p></p><p>The first thing to do is make sure you keep the nobillity in charge and have the Knights of Solamnia (KoS) treated as nobility. This means after about 6th level the party should start dealing with barons and counts. KoS should be expected to visit the local lord as a first step and the local lord will likely host him and his companions for the first night as common courtesy. Additionally the concepts of nobility mean some treasures are not big lumps of gold. Find a signet ring of a major noble's family and there is likely a reward. </p><p></p><p>KoS should be treated as wandering judges with police powers where no existing police force exists. This works for and against the PCs. </p><p></p><p>Orcs are virtually non-existent (I only have enough created by the Graygem to justify half-orcs) so no orcish nations. I do use lots of goblinoids, and remember that many giant-ish creatures have their own territories. </p><p></p><p>Keep the military aspect of many locations. Thelgaard, the High Clerist's Tower, and Dargaard were all military structures with heavy defenses that were tested time and time again. The walls should be manned and training operations maintained. </p><p></p><p>Depending on your locaiton in the timeline, there will be varying familiarity with dragons. Every adult elf has likely seen a dragon fighting *something* and possibly 50% of the populace in general. </p><p></p><p>Additionally, Men fought alongside all fashion of monstrous critters and may be fairly blase. Alternately, there may be pockets of monstrous communities within the normally settled lands. There is probably traid between Solamnia and the Draconians of Throt and KhuriKhan will deal with the Minotaurs. The idea of "monster" is a bit more flexible but trade caravans will likely need guards. </p><p></p><p>Leave some damage from the Chaos War. A field of glass where a massive fireball struck, a copse of trees turned to salt (slowly being chipped away by the locals and wildlife), a chasm hundred of feet deep where the wind sounds like screams, etc. </p><p></p><p>Between the Dragon Armies, the Steel Legion, and the forces of the Chaos War, there should be a number of semi-destroyed fortresses now gathering moss and carrion crawlers. Be sure to give them a short history and have the faded decorations reflect it. (statues of takhisis/paladine/hiddukel/etc, draconic motifs, family crests, etc)</p><p></p><p>Between the catatclysm, the War of the Lance, and the Chaos War, the elves of Qualinostare the only ones with any longterm records for a large region. Polanthus and some sections of Solamnia weren't hurt as badly, but even they lost much. Consider having historical societies/nobles/libraries/families provide "adventure capital" to send minor heroes off to check a few sets of ruins and see what they can find. </p><p></p><p>This is just off the top of my head. If you want email or message me and I'll try to give you more.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1705038, member: 9254"] I run a post-chaos DL game (not based on the 3x DL books, though.) Use the existing flavor to keep it feeling unique. I'm also assuming a Solamnic campaign. The first thing to do is make sure you keep the nobillity in charge and have the Knights of Solamnia (KoS) treated as nobility. This means after about 6th level the party should start dealing with barons and counts. KoS should be expected to visit the local lord as a first step and the local lord will likely host him and his companions for the first night as common courtesy. Additionally the concepts of nobility mean some treasures are not big lumps of gold. Find a signet ring of a major noble's family and there is likely a reward. KoS should be treated as wandering judges with police powers where no existing police force exists. This works for and against the PCs. Orcs are virtually non-existent (I only have enough created by the Graygem to justify half-orcs) so no orcish nations. I do use lots of goblinoids, and remember that many giant-ish creatures have their own territories. Keep the military aspect of many locations. Thelgaard, the High Clerist's Tower, and Dargaard were all military structures with heavy defenses that were tested time and time again. The walls should be manned and training operations maintained. Depending on your locaiton in the timeline, there will be varying familiarity with dragons. Every adult elf has likely seen a dragon fighting *something* and possibly 50% of the populace in general. Additionally, Men fought alongside all fashion of monstrous critters and may be fairly blase. Alternately, there may be pockets of monstrous communities within the normally settled lands. There is probably traid between Solamnia and the Draconians of Throt and KhuriKhan will deal with the Minotaurs. The idea of "monster" is a bit more flexible but trade caravans will likely need guards. Leave some damage from the Chaos War. A field of glass where a massive fireball struck, a copse of trees turned to salt (slowly being chipped away by the locals and wildlife), a chasm hundred of feet deep where the wind sounds like screams, etc. Between the Dragon Armies, the Steel Legion, and the forces of the Chaos War, there should be a number of semi-destroyed fortresses now gathering moss and carrion crawlers. Be sure to give them a short history and have the faded decorations reflect it. (statues of takhisis/paladine/hiddukel/etc, draconic motifs, family crests, etc) Between the catatclysm, the War of the Lance, and the Chaos War, the elves of Qualinostare the only ones with any longterm records for a large region. Polanthus and some sections of Solamnia weren't hurt as badly, but even they lost much. Consider having historical societies/nobles/libraries/families provide "adventure capital" to send minor heroes off to check a few sets of ruins and see what they can find. This is just off the top of my head. If you want email or message me and I'll try to give you more. [/QUOTE]
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